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Rind Conjurer

A defector who learned to throw the souring at range. Stand still and it finds you.

Reference
EncounterDungeon or boss encounter
Dungeon door behaviourCan open shut dungeon doors. Companion, livestock and aquatic forms cannot.
Forest Dungeon base10 health, 2 melee attack damage.
Forest Dungeon awareness7 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Forest Dungeon movementCan move diagonally as well as north, south, east and west.
Forest Dungeon retreatCan flee at or below 20% of its maximum health.
Forest Dungeon marked blastMarks your position from up to 6 tiles away. The blast follows a 2 action wind-up and hits a square 3 tiles across for 6 base damage. Move out of the marked area before it lands.
Forest Dungeon lingering blastLeaves a damaging cloud for 3 turns. Each occupied cloud tile deals 3 base damage when its hazard is checked and reapplies Sapped for 5 turns. Step out to escape it.
Plains Dungeon base10 health, 2 melee attack damage.
Plains Dungeon awareness7 tile base detection range and 14 tile pursuit range. Uses sight. Walls, darkness and concealment can affect detection.
Plains Dungeon movementCan move diagonally as well as north, south, east and west.
Plains Dungeon retreatCan flee at or below 20% of its maximum health.
Plains Dungeon marked blastMarks your position from up to 6 tiles away. The blast follows a 2 action wind-up and hits a square 3 tiles across for 6 base damage. Move out of the marked area before it lands.
Plains Dungeon lingering blastLeaves a damaging cloud for 3 turns. Each occupied cloud tile deals 3 base damage when its hazard is checked and reapplies Sapped for 5 turns. Step out to escape it.

Reading these numbers

These are base creature values. Area difficulty and dungeon floor can increase health and attack damage. Armour, spell resistance, statuses and your own defences can change the damage of a hit. Different encounters can use different versions of the same creature.

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